About this mod

A combat intensive mod with a story and many quests. A mix between "Rage" and "Fallout 3". Slower leveling is provided, it is optional and configurable. It can replace the main quest or run in parallel with it. Option to make peace with Enclave. A true expansion of Fallout 3, provides some answers to questions left open in original game.

Permissions and credits
This is a combat mod with well developed story and many quests. It might be considered mix between "Fallout 3" and "Rage". Some factions and character have been borrowed from "Rage". Also there are are some elements from legendary "Blade Runner" movie. I believe there is 40 - 50 hours of playing. It fits into main quest without depending on it. If you are tired of playing MQ for 101st time, you may choose to skip it completely during your first visit to Vault 112. Keep in mind, there is a lot of combat in this mod. Slower leveling is provided, it is optional and configurable. The plot is carefully developed and based on strong logic. I dare to say, much more than original game. There are two main story lines. One is about possible revival of "Unity" which was part of the Master's vision in Fallout 2. The other is about tyranny of group called "Provisional Government".

"Rage" is the game created by "Bethesda" and "Id Software", sort of mix between "Doom" and "Fallout 3".

Read more about it in Release Notes which are provided within README file that can be found on these pages. 'Broken Steel' is mandatory. 'Operation Anchorage' is optional. "DCXpansion Project - Stanton Park" is also optional and could be downloaded from Nexus at


ATTENTION: In order to have this mod working properly, file "MCMOD.ESP" should be loaded at the very bottom of load order.

List of things that one can do in this mod
+ investigate why super mutants, dumb as they are, act as organized army
+ fight and overthrow the oppressive Provisional Government
+ join Western Brotherhood of Steel
+ end main quest in Vault 112
+ search for secret prewar facilities called Ark's, which were alternatives to vaults
+ discover an unfinished vault
+ help drug trafficker's faction
+ fight communist insurgents
+ investigate a disease which attacks Punga Fruit
+ save Rivet City from religious fanatics
+ make peace and trade with Enclave
+ eat sweetrolls every day :-)
+ hunt runaway androids, toughest super mutants and other mean creatures
+ protect or attack trade caravans
+ use toxic nerve gas grenades on your enemies
+ have DLC items in Capital Wasteland
+ super mutants use Heavy Incinerators
+ many other things

New in 5.5, 5.5.1 and 5.5.2
+ repeating quest 'Under Fire' added
+ raiders are more dangerous
+ super mutants are now bad news
+ Talon Company Scouts removed
+ Provisional Government Assassins removed
+ Provisional Government Commandos added
+ Suppressed 10 mm Pistol added (different from Silenced)
+ you can be intercepted closer to BOS bunker in quest "Under Fire" (5.5.1)
+ quest "Resistance Is Not Futile" changed (5.5.1)
+ raider leaders may wear Tribal Power Armor at higher levels (5.5.1)
+ some faces improved and stability related improvements (5.5.2)

Quest 'Under Fire' is available after completing "Act Of War". It is an aggressive operation performed by Provisional Government against
Brotherhoods bunker at Warrington Station. It is not like Brotherhood has initiative all the time. The opposition is tough, not for lower levels.

The leveled lists for Raiders added by this mod are changed. The lowest tier of raiders is replaced by equivalent of vanilla tier 2. Whole
list is "shifted upward". Raiders have better combat skill, tier 3 and 4 has tag skill near 100 and perk which gives them improved explosive
skills. Meaning, they are throwing more grenades now and with improved effect. Vanilla raiders in the game are not changed in any way.

Game engine stubbornly kept favoring low level super mutants, in spite of the fact that I added many well armed brutes to lowest tier.
So I solved the problem in "subtle" manner, removed any super mutants lower than brutes from the list completely. Now, the day when
you encounter mutties in the open wasteland is a bad day for you...

Talon company scouts saved as bounty hunter who were after low level Raiders at lower levels. In the quest "Wasteland justice".
Since there are no more low level Raiders, there is no need for Talon Company Scouts. Raiders are now able to defeat regular
Talon Company Merc bounty hunters most of the time.

Provisional Government Assassins are replaced by Commandos. Commandos do not have Stealth Boys, but they often carry
plasma weapons instead.

Suppressed 10 mm Pistol is, basically suppressed Colonel Autumn's pistol with better durability. 10 mm pistol is often described
as reliable weapon, so there is one which does not break down after few rounds fired. Also, I felt that we need a reliable suppressed
weapon in the game. 

The enemies in quest "Resistance Is Not Futile" are replaced with more interesting and better placed ones. The interiors are
redesigned and enlarged. Safe in "Special Affairs Bureau" contains one weapon only, and it is a random one.  

Capital Wasteland is no longer without authority. A group called Provisional Government has claimed to in control
of the DC area. They have done nothing to stop raiders and super mutants or to improve living condition. However
every settlement is required to pay protection. Those who refuse are often bound to suffer the consequences.

There are few groups capable of resisting, like Enclave, Brotherhood of Steel and Clearwater Company. Clearwater
Company is a mercenary group providing protection to those who can afford it.

Elder Lyons kept sending reports to Lost Hills for 20 years without response. Suddenly a chapter arrives from California
to investigate possible resurgence of Masters Army of super mutants.

Their efforts to collect technology brought them in conflict with powerful scavenger group named Gearheads and with Provisional Government.

Those who travel away from settlements and deeper into wasteland are in greater danger than ever. Wasteland is patrolled
by many factions, most of which are hostile.

You will have to survive in this hostile world, but there are allies out there to be found. They will support you with
equipment, supplies and companions if you help them achieve their goals.

This is an unpretentious mod made for fun. However it aims to provide accurate simulation of human communities in post apocalyptic environment. It is based on reality found in failed states today, countries devastated by civil wars, insurgencies and organized crime. It has been taken in account that, unlike today, population would be sparse, and conflicts would resemble gang warfare rather than military campaigns.   

During some quests, when objective is moving across wasteland, one can arrive at the quest location and find nothing. It is not a bug. Quest marker is updated once in 90 seconds, creating an impression that player is following tracks. If the target is not there, wait a while, or try guessing where could have they gone.